If you paid attention during the IP rating, you might've noticed that adventurers have two main weapon options. Melee, or 1 hand edged, and Ranged, or pistol. Because Anarchy Online's coding does not allow using both at the same time I will split this section into two seperate subsections for both of the weapon choices. This will be further split into Froob-friendly and nonfroob-friendly options.

A neat little weapon to make use of ones your Newbie Island swords have outlived themselves at level 10-15. While froob friendly, it does offer a nice minimum damage. A high min damage comes in handy especially in the Shadowlands. Also a fairly quick attack/recharge and an extra 10 melee init at the highest QL. Sadly ql25 is the highest it comes in, so you will use em up rather quickly.

A nice, free option from the recently revamped Steps of Madness. Drops from the Pulsing Hatred mob. Nice damage range, fairly decent min damage for the level it is equipable at. Also has a 10% chance to taunt the target you are fighting.

A neat set of mission-rollable melee weapons that come in a wide variety. One nice part is that there are several specials available, which means you can save or splash out on the IP depending on which you choose to go with. The fairly low min damage does make it a bit useless for Shadowlands play.

Great little weapon in both PvP and PvM. Comes in QL 100-105 with appropriate changes to damage, etc. Has nice minimum damage and max damage, decent attack/recharge, and every melee special. Overall an excellent choice.

Fairly common drop from the bosses on the 3rd floor of Inner Sanctum. All in all a very nice weapon for the effort involved in getting one. Nice min damage, nice max damage, medium speed and a fairly reliable proc for that extra little bit of damage.

Not a sword to be used against Shadowlands mobs because of the min damage, but because of the great damage range it does some naughty damage on aliens and RK mobs. Also an excellent option for Title Level 5 PvP.

Comes in QL 240-259, then comes Sparkling (QL260 and with 3 entire confirmed drops on RK1 since Shadowland was released). It's a really sweet sword. Fast, higher max damage than SoC/W (less MBS though), and the 260 adds 60 to all evades, while the 240 adds 15. As with SoC/SoW mostly for aliens, RK mobs and especially Title Level 5 PvP because of the evade modifiers.

As an expansion player with AI you better get used to wearing these oversized axes for a fair amount of your leveling. Great minimum damage, fairly nice max damage, extremely fast and the proc on the Type 240 type all add up to a great weapon. Overall an excellent choice for both PvM (especially in the Shadowlands and against high AC mobs on RK) and PvP.

Weapon released with Lost Eden. Basically an improved version of the Kyr'Ozch Axe. The damage doesn't really become comparable with a Kyr'Ozch Axe of the same QL until Mk 5, since Mk 1-4 does not have Sneak Attack. It does not however have the "Glory" proc.
The Mongoose Mk 1 can be gotten from the tower shops in QL intervals of 25 for Victory Points (VPs can be acquired from PvPing on the Battlestations or by fighting the aliens back on their own Motherships. Be aware that it will take you about 50 times as long to get the VP with Mothership missions alone.)
To upgrade the Mongoose Mk 1, have a look at this nifty guide!

An upgraded version of the Lord of Hatred / Lady of Hatred.
Unlike most of the weapons you will use in your career as an adventurer, this one uses Melee damage, which makes it extremely useful in PvP against Cocoon professions since most of our perks uses that particular damage. In addition it sports one of the highest MBSes as well as buffs our BM, MM, PM and Max HP.
Overall it is currently the endgame weapon for melee adventurers.

Not exactly the best pistol, but it might be alright on Rubi-Ka for a little while. Sadly it has no specials and a horrid minimum damage. However it does have a fairly decent max damage and critical modifier.

An excellent gun for the effort required to acquire it. Good on Rubi-Ka and decent in Shadowlands up until you start frequenting Elysium. They are on the slow side, and even though they give a great maximum damage, the lack of decent specials and low minimum damage do make them undesirable at higher levels. The BBI Faithfuls are good pistols in the same sense that Carbonum is good armor because of the ease of acquiring it.

This Inner Sanctum pistol has a decent minimum and maximum damage. However it is rather slow, has a low critical modifier, low Max Beneficial Skill (MBS), and only one special, fling shot. Overall you might want to stick to other pistols at the level you can acquire this at.

This ol' baby used to be top-notch. However many years have gone by and the level lock alone makes it undesirable for expansion players. Low minimum damage, slow, very low MBS. It does redeem itself with a very nice maximum damage and having both burst and fling shot though.

Better get used to carrying this pistol, it is going to stay by your side for the better part of 120 levels. It is by far the best pistol option available. It offers what is arguably the best special for ranged adventurers, Full Auto. However you will learn to hate its low clip size, which means lots and lots of reloading.

These pistols can carry you for a long stretch of your leveling. It is arguable when it is worth equipping these, as a new player they might be be hard to come by and are extremely expensive. I would suggest going for Type 4, which adds Burst, rather than Type 1, which adds Fling Shot. However Type 1s might be slightly easier to equip.

Basically an upgraded Kyr'Ozch Type 1&4. The Mk 1 can be gotten from the tower shops in QL intervals of 25 for Victory Points (VPs can be acquired from PvPing on the Battlestations or by fighting the aliens back on their own Motherships. Be aware that it will take you about 50 times as long to get the VP with Mothership missions alone.)
To upgrade the Mk 1, have a look at this nifty guide!

An interesting, upgradeable pistol for ranged adventurers. It seems to be mostly aimed at PvM damage since it allows you to have a single damage type from both your weapons and a higher MBS (Max Beneficial Skill).

An upgraded version of the Lord of Lust / Lady of Lust.
With Legacy of the Xan, the old so-called "Beast Weapons" got upgrades. The pistol adventurers are more likely to use one or both of the upgraded versions of this, however the requirements are very nice for the lower leveled adventurers that might not have a complete set of Supple based armor.

This is one of the two upgraded versions of the Lust of the Xan. This is more interesting for PvP mainly because of its Aimed Shot special. Note that it has a -2000 Full Auto modifier as well as the 5 second equip time, so hotswapping it with your JEPP will not be the optimal solution.

This section will split up into three parts. Beginner, Intermediate and Endgame Armor. I will also point out if any armors are more beneficial to either ranged or melee adventurers, however most of the armors out there will be useful for both weapon choices.

A fairly average and easy-to-make beginner armor that provides the most basic of ACs (a slight hole in Energy AC) a bit of NCU and nano points. It can also be upgraded into sided armor that gives more benefits with the use of a Clanalizer or Omnifier.

Contrary to the name of this set of armor, it is not Omni-Tek only but can be worn by all factions. Clanners and Neutrals will have to acquire it from Omni-Tek shops though, as it is not sold in Clan or Neutral shops. The reason it can be useful for the first few levels, is that it buffs your First Aid allowing you to use very high QL first aid stims.

Where to get it:

Usable levels:

Expansion Required

OT Clothes Terminals in Omni-Tek shops all around Rubi-Ka, also mission-rollable.

A tradeskilled armor (Guide can be found here) Gives some fairly nice buffs all around, worth a look at lower levels and possibly a piece or two post-level 100. A note to new players to the game, this armor can quickly become costly at lower levels..

Neleb inside the Steps of Madness drops the Nano-Circuit Robe which can be upgraded into the Nano-Master Robe. It is a very neat backitem offering a bit of ACs, nano skills and a slight reduction in nano cost in the Nano-Master version.

This little gem will not be easy to acquire for newcomers or lowbies without help from higher leveled players. But if you are planning on staying at around level 60-80 for a long time, it might be well worth the time invested to get hold of it. Beware that in my experience the droprate is extremely low. As well as buffing evades, it looks extremely cool.

A very nice shoulder item. As well as adding to such important skills as nano, health and a few abilities it also adds a bit of extra damage. Always comes in handy when you need that little bit of Intelligence and/or Psychic extra for your new armor or symbiant/implant.

A varied assortment of armors that can, in certain situations, be quite beneficial. Both for twinking purposes and general leveling. Miy's Melee Sleeve and Miy's Ranged Sleeve in particular will be handy for getting a few extra points into your main weapon skills.Note: The Miy's Cloaks are not ingame.

Where to get it:

Usable levels:

Expansion Required

Various monsters mobs across Rubi-Ka. For further info, have a look at Hahnsoo's Guide.

For a defensively setup adventurer above TL5, this armor is worth a look. Not only does it buff tons of inits to allow you to move closer to Full Def, but it also adds to all evades as well as a bit of Run Speed. Overall, a very nice piece of armor that is often overlooked.

Two rings that are faction locked, Gilthar for omni/neutral and Dalja for clan/neutral, and are direct opposites of each other. One buffs more AAO (Gilthar), one buffs more AAD (Dalja). Handy ring at TL4/5.

Where to get it:

Usable levels:

Expansion Required

Unredeemed Dalja in the Unredeemed Temple in Adonis / Redeemed Gilthar in the Redeemed Temple in Adonis

You will not be getting this armor without some serious help from your org/friends. However it does not only look extremely cool, it buffs a lot of great skills for a piece of armor that often rots on the swamp hags that carry it.

Hard to tell where you should put this piece of armor. Its level requirement is 101, but it is extremely expensive and will be hard to get hold of if your adventurer is your first character. However I will put it here in intermediate armor since that was the intention of FC. It is however also an endgame armor that most, if not all, adventurers still wear at 220.

The Inner Sanctum "upgrade" of the Barrow Strength. It adds 32 to all damage types and helps you resist roots/snares as well as a very nice short duration buff that leaves you unrootable/unsnareable and gives you a ton of extra damage.

A fairly nice, and often neglected, upgradeable armor from the Inner Sanctum that buffs a lot of useful nanoskills and weaponskills as an adventurer. Can be upgraded into the "Unhallowed" version with Ichor of the Immortal One which drops from Hezak on the Third floor.

This little baby needs to be mentioned. It might be older than grandpa, but dammit it still looks sexy and can still be used for a leveling char above level 175. If your org or friends happen to be doing the Mercenaries, I'd recommend going along and hoping to get a piece of armor or two. I am putting this piece of armor in under "Endgame" armor since for froobs it is just that, however for an expansion player I would consider it a neat Intermediate leveling armor.

A sadly unimpressive set of armor for most adventurers. It does offer a few good pieces, mainly the sleeves and chest as well as an alright OFAB Adventurer Protective Gear for players on a budget in addition to Jayde's Odyssey ring. As all Ofab "products" this requires Victory Points acquired either with PvP from the Battlestations or with PvM from the Alien Mothership Missions. Remember to upgrade it with the Kyr'Ozch Bio-Material - Type 295 found in Mothership Missions!
This armor requires that you have Lost Eden.

With adventurers being such a versatile profession, this backarmor might be very interesting to acquire for certain situations. Right-clicking the armor changes the spirit shroud into a different unit. You will probably be unable to solo the Notum Scourges until well into TL7.Note: Be prepared for unholy droprates. Personally had to kill 400-500 Notum Scourges for mine to drop, and had heard of terrible numbers such as 2k+ with no drop. So best of luck!

Alien Armor, it's THE endgame armor. It far outshines most other armors ingame. This particular Alien Armor buffs mostly ranged skills and evades and is perfect for those ranged advies out there with a lust for blood! Alien armor is acquired via raiding aliens in your org's city.
This armor requires that you have Alien Invasion

The Melee equivalent of the Combined Sharpshooter armor. However it does not buff evades as much, instead focuses more on damage, HP and body development.
This armor requires that you have Alien Invasion

Some excellent armor that can be acquired from raiding in a team of friends. However to get it you have to give Mikkelsen or Aune a beating.

Where to get it:

Usable levels:

Expansion Required

Dust Brigade Cave (1 & 2, 1 drops more pieces)

215+

Shadowlands

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5d. HUD/Utils Alternatives

For now I will only list beginner/intermediate HUDs/Utils in this section as at endgame there are tons of HUDs/Utils available to all professions.

Research Attunement Devices

A set of nice HUD3 items that buffs everything from abilities and weapon skills to treatment and +damage. They come in 3 versions (can be upgraded with a rightclick as you hit the required level);
Level One - Usable from level 50-149
Level Two - Usable from level 150-199
Level Three - Usable from level 200+

Where to get it:

Usable levels:

Slot:

Ofab vendors in the Tower Shops, 200 VP per Attunement Device.

50-220

HUD3

Weapons GuidesClose Combat Manuals

An option during the leveling ranges when Utils are scarce, also handy for those last few weapon skills required for your new, shiny weapon.

Not quite comparable to the Sector 10 HUD devices, but well worth the effort in acquiring. In particular the Reflex Modifier and Beacon will be of interest, the Battery is sure to come in handy as well.

This sometimes neglected item can be extremely handy for lower levels when you don't have any other options for Utils 2. Especially useful in PvP as well as having next to no equipment requirements beyond Title Level.

Last updated on 10.17.2012 by Llie
Originally written by Quilluck.
Additional Information about Research Procs provided by Glarawyn.
Additional help by: Ophiuchus & Tinkerz.
Models: Nahuatl, Speedyadvy, Burntorun, Yoham, Darvi, Yaroze, Sinhound
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